http://www.moddb.com/mods/zone-of-alienation-mod/videos
Videos & Audio RSS feed - Zone of Alienation mod for S.T.A.L.K.E.R. Shadow of Chernobyl - Mod DBSubscribe to the Mod DB Zone of Alienation mod for S.T.A.L.K.E.R. Shadow of Chernobyl video & audio feed, and get the latest eye candy as it is posted.en-usMon, 19 Mar 2018 12:46:46 +0000Copyright 2018, DBolical Pty LtdMedia180Videos & Audio RSS feed - Zone of Alienation mod for S.T.A.L.K.E.R. Shadow of Chernobyl - Mod DBMod DBSubscribe to the Mod DB Zone of Alienation mod for S.T.A.L.K.E.R. Shadow of Chernobyl video & audio feed, and get the latest eye candy as it is posted.yesMod DBsupport@moddb.comVideos & Audio RSS feed - Zone of Alienation mod for S.T.A.L.K.E.R. Shadow of Chernobyl - Mod DBhttp://static.moddb.com/cutoff/images/logos/podcast.pnghttp://www.moddb.com/mods/zone-of-alienation-mod/videos
12090Incremental Saves and Money Lootinghttp://www.moddb.com/mods/zone-of-alienation-mod/videos/incremental-saves-and-money-looting
Fri, 01 Nov 2013 04:08:42 +0000Short-ish demonstration of a couple new systems in Patch 12.media961727TKGPIncremental Saves and Money LootingShort-ish demonstration of a couple new systems in Patch 12.03:57incremental, saves, and, money, looting, zone, of, alienation, mod, for, stalker, shadow, of, chernobyl, podcastIncremental Saves and Money LootingShort-ish demonstration of a couple new systems in Patch 12.Multiple Scopes per Weaponhttp://www.moddb.com/mods/zone-of-alienation-mod/videos/multiple-scopes-per-weapon
Fri, 06 Sep 2013 18:16:57 +0000What it says on the tin, really. Frameworks for weapons supporting multiple scope types. Not that we have enough models to do much of this, but hey.media924853TKGPMultiple Scopes per WeaponWhat it says on the tin, really. Frameworks for weapons supporting multiple scope types. Not that we have enough models to do much of this, but hey.02:44multiple, scopes, per, weapon, zone, of, alienation, mod, for, stalker, shadow, of, chernobyl, podcastMultiple Scopes per WeaponWhat it says on the tin, really. Frameworks for weapons supporting multiple scope types. Not that we have enough models to do much of this, but hey.Night vision scope changes, and upgrading system.http://www.moddb.com/mods/zone-of-alienation-mod/videos/night-vision-scope-changes-and-upgrading-system
Mon, 02 Sep 2013 15:21:54 +0000Massive thanks to TKGP, who wrote the necessary scripts for this. Without his help this wouldn't be possible, and I've been working on this feature for over a year now.
In addition to rifles which spawn already upgraded with night vision optics, many weapons are capable of being modified with the use of a conversion kit to use a NVD in place of their default scope, I intend on spawning these kits in several stashes on the map, and on certain NPCs.
I don't intend on giving them to traders because that would make them potentially unlimited in number. media922097FatalFunnelNight vision scope changes, and upgrading system.Massive thanks to TKGP, who wrote the necessary scripts for this. Without his help this wouldn't be possible, and I've been working on this feature for over a year now.
In addition to rifles which spawn already upgraded with night vision optics, many weapons are capable of being modified with the use of a conversion kit to use a NVD in place of their default scope, I intend on spawning these kits in several stashes on the map, and on certain NPCs.
I don't intend on giving them to traders because that would make them potentially unlimited in number. 01:11night, vision, scope, changes, and, upgrading, system, zone, of, alienation, mod, for, stalker, shadow, of, chernobyl, podcastNight vision scope changes, and upgrading system.Massive thanks to TKGP, who wrote the necessary scripts for this. Without his help this wouldn't be possible, and I've been working on this feature for over a year now.
In addition to rifles which spawn already upgraded with night vision optics, many weapons are capable of being modified with the use of a conversion kit to use a NVD in place of their default scope, I intend on spawning these kits in several stashes on the map, and on certain NPCs.
I don't intend on giving them to traders because that would make them potentially unlimited in number. Ammunition storage (new feature for stashes)http://www.moddb.com/mods/zone-of-alienation-mod/videos/ammunition-storage-new-feature-for-stashes
Fri, 23 Aug 2013 18:21:33 +0000Some of you know already that some of the stashes in the game, in particular, faction arsenals, contain thousands of rounds of ammunition, and many weapons.
But ammo of this type when put into long term storage is not stored in flimsy paper boxes, especially in the Zone where the conditions are harsh. Usually a faction finds a place safe from the weather or from anomalies to put their things, much of it is in crates or sealed containers that they received from their suppliers.
In short, these containers haven't been opened, and store a vast quantity of ammunition, and many are in the same state they were in when they were shipped from the factory of their origin, or put in tins, flown to Ukraine, then perilously smuggled across the border by couriers to the person who ordered them, or has been supplied with them.
This mechanic gets rid of most of the inane clicking we usually associate with moving stuff out of stashes. It's a more convenient way of storing ammo, (although the crates and tins are quite heavy,) and it adds some backround to faction logistics and such.
Ammunition itself will also be getting an overhaul soon, boxed ammo in particular will be eliminated in the future as an ammo type, instead it will work like the items in this video and spawn individual rounds, this will allow ammo to be tree'd down from thousands of rounds, to single rounds.
The other type of item in this video that can be seen are sealed rucksacks. These aren't like the kind the player finds in stashes. They've been filled with weapon magazines that are sealed up in a bag with a desiccant to prevent corrosion, then are hurled down into a sewer or buried under a cross to be picked up later.
Another thing I haven't added yet, but do plan on adding are those blue boxes we all know, but contain empty magazines, or are simply filled with loose ammunition or explosives. There will be a particular stash in the game that will serve as the Bar's ammunition dump that is run by Duty.media915141FatalFunnelAmmunition storage (new feature for stashes)Some of you know already that some of the stashes in the game, in particular, faction arsenals, contain thousands of rounds of ammunition, and many weapons.
But ammo of this type when put into long term storage is not stored in flimsy paper boxes, especially in the Zone where the conditions are harsh. Usually a faction finds a place safe from the weather or from anomalies to put their things, much of it is in crates or sealed containers that they received from their suppliers.
In short, these containers haven't been opened, and store a vast quantity of ammunition, and many are in the same state they were in when they were shipped from the factory of their origin, or put in tins, flown to Ukraine, then perilously smuggled across the border by couriers to the person who ordered them, or has been supplied with them.
This mechanic gets rid of most of the inane clicking we usually associate with moving stuff out of stashes. It's a more convenient way of storing ammo, (although the crates and tins are quite heavy,) and it adds some backround to faction logistics and such.
Ammunition itself will also be getting an overhaul soon, boxed ammo in particular will be eliminated in the future as an ammo type, instead it will work like the items in this video and spawn individual rounds, this will allow ammo to be tree'd down from thousands of rounds, to single rounds.
The other type of item in this video that can be seen are sealed rucksacks. These aren't like the kind the player finds in stashes. They've been filled with weapon magazines that are sealed up in a bag with a desiccant to prevent corrosion, then are hurled down into a sewer or buried under a cross to be picked up later.
Another thing I haven't added yet, but do plan on adding are those blue boxes we all know, but contain empty magazines, or are simply filled with loose ammunition or explosives. There will be a particular stash in the game that will serve as the Bar's ammunition dump that is run by Duty.01:54ammunition, storage, new, feature, for, stashes, zone, of, alienation, mod, for, stalker, shadow, of, chernobyl, podcastAmmunition storage (new feature for stashes)Some of you know already that some of the stashes in the game, in particular, faction arsenals, contain thousands of rounds of ammunition, and many weapons.
But ammo of this type when put into long term storage is not stored in flimsy paper boxes, especially in the Zone where the conditions are harsh. Usually a faction finds a place safe from the weather or from anomalies to put their things, much of it is in crates or sealed containers that they received from their suppliers.
In short, these containers haven't been opened, and store a vast quantity of ammunition, and many are in the same state they were in when they were shipped from the factory of their origin, or put in tins, flown to Ukraine, then perilously smuggled across the border by couriers to the person who ordered them, or has been supplied with them.
This mechanic gets rid of most of the inane clicking we usually associate with moving stuff out of stashes. It's a more convenient way of storing ammo, (although the crates and tins are quite heavy,) and it adds some backround to faction logistics and such.
Ammunition itself will also be getting an overhaul soon, boxed ammo in particular will be eliminated in the future as an ammo type, instead it will work like the items in this video and spawn individual rounds, this will allow ammo to be tree'd down from thousands of rounds, to single rounds.
The other type of item in this video that can be seen are sealed rucksacks. These aren't like the kind the player finds in stashes. They've been filled with weapon magazines that are sealed up in a bag with a desiccant to prevent corrosion, then are hurled down into a sewer or buried under a cross to be picked up later.
Another thing I haven't added yet, but do plan on adding are those blue boxes we all know, but contain empty magazines, or are simply filled with loose ammunition or explosives. There will be a particular stash in the game that will serve as the Bar's ammunition dump that is run by Duty.Medkits have finally been fixed.http://www.moddb.com/mods/zone-of-alienation-mod/videos/medkits-have-finally-been-fixed1
Sun, 07 Jul 2013 22:14:41 +0000Credits go to Anon, and Natvac.
I could not have done this on my own, and all I did was slightly modify two completely different script changes. media882248FatalFunnelMedkits have finally been fixed.Credits go to Anon, and Natvac.
I could not have done this on my own, and all I did was slightly modify two completely different script changes. 01:10medkits, have, finally, been, fixed, zone, of, alienation, mod, for, stalker, shadow, of, chernobyl, podcastMedkits have finally been fixed.Credits go to Anon, and Natvac.
I could not have done this on my own, and all I did was slightly modify two completely different script changes. New guitar track, Phoenix.http://www.moddb.com/mods/zone-of-alienation-mod/videos/new-guitar-track-phoenix
Thu, 11 Apr 2013 14:02:40 +0000This is in the same tuning that Fading light is in, although that one is 2 steps up from this, and I recorded it shortly after I had broken a string, (I usually mute it with my finger when playing in this tuning, so it did not matter, guess I had broken the right string.)
I'll see if I can dig up that slide guitar track I recorded as well, I can't seem to find it at the moment.
-Addendum, I can't find that slide guitar track that I swear I recorded around December, so I guess it won't be included. media821922FatalFunnelNew guitar track, Phoenix.This is in the same tuning that Fading light is in, although that one is 2 steps up from this, and I recorded it shortly after I had broken a string, (I usually mute it with my finger when playing in this tuning, so it did not matter, guess I had broken the right string.)
I'll see if I can dig up that slide guitar track I recorded as well, I can't seem to find it at the moment.
-Addendum, I can't find that slide guitar track that I swear I recorded around December, so I guess it won't be included. 03:27new, guitar, track, phoenix, zone, of, alienation, mod, for, stalker, shadow, of, chernobyl, podcastNew guitar track, Phoenix.This is in the same tuning that Fading light is in, although that one is 2 steps up from this, and I recorded it shortly after I had broken a string, (I usually mute it with my finger when playing in this tuning, so it did not matter, guess I had broken the right string.)
I'll see if I can dig up that slide guitar track I recorded as well, I can't seem to find it at the moment.
-Addendum, I can't find that slide guitar track that I swear I recorded around December, so I guess it won't be included. Re-recorded guitar track #2, Fading Light.http://www.moddb.com/mods/zone-of-alienation-mod/videos/re-recorded-guitar-track-2-fading-light
Thu, 11 Apr 2013 13:53:11 +0000I remember going through a whole bunch of string configurations and different picks while trying to record this. It's at its most "clean" here because I had removed all but 2 strings from my guitar.media821920FatalFunnelRe-recorded guitar track #2, Fading Light.I remember going through a whole bunch of string configurations and different picks while trying to record this. It's at its most "clean" here because I had removed all but 2 strings from my guitar.01:21re, recorded, guitar, track, 2, fading, light, zone, of, alienation, mod, for, stalker, shadow, of, chernobyl, podcastRe-recorded guitar track #2, Fading Light.I remember going through a whole bunch of string configurations and different picks while trying to record this. It's at its most "clean" here because I had removed all but 2 strings from my guitar.Re-recorded guitar track #1, Shiver.http://www.moddb.com/mods/zone-of-alienation-mod/videos/re-recorded-guitar-track-1-shiver
Thu, 11 Apr 2013 04:21:14 +0000I got a better mic recently, so I'm putting together replacements for the two guitar tracks I added, as well as perhaps a third and a fourth.
Not only is the recording quality better for this track, but so is also my playing.
By the way, this is in stereo, it's not the .ogg track that is in mono that will be used in the game. media821777FatalFunnelRe-recorded guitar track #1, Shiver.I got a better mic recently, so I'm putting together replacements for the two guitar tracks I added, as well as perhaps a third and a fourth.
Not only is the recording quality better for this track, but so is also my playing.
By the way, this is in stereo, it's not the .ogg track that is in mono that will be used in the game. 05:51re, recorded, guitar, track, 1, shiver, zone, of, alienation, mod, for, stalker, shadow, of, chernobyl, podcastRe-recorded guitar track #1, Shiver.I got a better mic recently, so I'm putting together replacements for the two guitar tracks I added, as well as perhaps a third and a fourth.
Not only is the recording quality better for this track, but so is also my playing.
By the way, this is in stereo, it's not the .ogg track that is in mono that will be used in the game. Test of new blowout textures #2.http://www.moddb.com/mods/zone-of-alienation-mod/videos/test-of-new-blowout-textures-2
Fri, 22 Mar 2013 23:50:02 +0000I carefully selected a few AF3, and other blowout textures to use in this, and I think it looks much better now.
I've had to edit the blowout section of the amk_mod.script for it to switch to thunderstorms afterwards, as I was previously getting crashes from it calling nonexistent weather sections.
One thing I also haven't mentioned so far is that I've fixed the weather transitions, the amk_mod.script no longer randomly switches the weather, which means no more jarring transitions. Special thanks for that part go to Tecnobacon for helping me figure that out.
Yes, I know it doesn't do enough damage to kill me or Tolik, but I'm working on that. Not only do I want to increase the damage for blowouts, but I want to change their duration to last possibly 2-3 of the game's hours, since now blowouts occur less frequently, about every 3-4 days in game. This means you might have to stock up on food if you're hungry, and it gives the player an opportunity to load magazines in a safe haven. media809808FatalFunnelTest of new blowout textures #2.I carefully selected a few AF3, and other blowout textures to use in this, and I think it looks much better now.
I've had to edit the blowout section of the amk_mod.script for it to switch to thunderstorms afterwards, as I was previously getting crashes from it calling nonexistent weather sections.
One thing I also haven't mentioned so far is that I've fixed the weather transitions, the amk_mod.script no longer randomly switches the weather, which means no more jarring transitions. Special thanks for that part go to Tecnobacon for helping me figure that out.
Yes, I know it doesn't do enough damage to kill me or Tolik, but I'm working on that. Not only do I want to increase the damage for blowouts, but I want to change their duration to last possibly 2-3 of the game's hours, since now blowouts occur less frequently, about every 3-4 days in game. This means you might have to stock up on food if you're hungry, and it gives the player an opportunity to load magazines in a safe haven. 02:05test, of, new, blowout, textures, 2, zone, of, alienation, mod, for, stalker, shadow, of, chernobyl, podcastTest of new blowout textures #2.I carefully selected a few AF3, and other blowout textures to use in this, and I think it looks much better now.
I've had to edit the blowout section of the amk_mod.script for it to switch to thunderstorms afterwards, as I was previously getting crashes from it calling nonexistent weather sections.
One thing I also haven't mentioned so far is that I've fixed the weather transitions, the amk_mod.script no longer randomly switches the weather, which means no more jarring transitions. Special thanks for that part go to Tecnobacon for helping me figure that out.
Yes, I know it doesn't do enough damage to kill me or Tolik, but I'm working on that. Not only do I want to increase the damage for blowouts, but I want to change their duration to last possibly 2-3 of the game's hours, since now blowouts occur less frequently, about every 3-4 days in game. This means you might have to stock up on food if you're hungry, and it gives the player an opportunity to load magazines in a safe haven. New weapons.http://www.moddb.com/mods/zone-of-alienation-mod/videos/new-weapons
Tue, 05 Mar 2013 20:54:56 +0000In order to celebrate one year since the last release of the mod, I've put together a video showcasing some of the weapons that have been merged in.
These are not all the weapons that will be in 1.07, this is just a demonstration video, and I will be adding more soon, and things like attachments, but I'll probably have to freeze content by mid-March and get everything properly balanced and integrated into the game.
I originally planned to release 1.07 today, but now I really don't know when it will be released. However I am shooting for late March / early April if everything goes as planned. media798879FatalFunnelNew weapons.In order to celebrate one year since the last release of the mod, I've put together a video showcasing some of the weapons that have been merged in.
These are not all the weapons that will be in 1.07, this is just a demonstration video, and I will be adding more soon, and things like attachments, but I'll probably have to freeze content by mid-March and get everything properly balanced and integrated into the game.
I originally planned to release 1.07 today, but now I really don't know when it will be released. However I am shooting for late March / early April if everything goes as planned. 09:20new, weapons, zone, of, alienation, mod, for, stalker, shadow, of, chernobyl, podcastNew weapons.In order to celebrate one year since the last release of the mod, I've put together a video showcasing some of the weapons that have been merged in.
These are not all the weapons that will be in 1.07, this is just a demonstration video, and I will be adding more soon, and things like attachments, but I'll probably have to freeze content by mid-March and get everything properly balanced and integrated into the game.
I originally planned to release 1.07 today, but now I really don't know when it will be released. However I am shooting for late March / early April if everything goes as planned.